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Duelling Playtest

MJD

SOC-14 1K
Baronet
Traveller Duelling: Concepts

System:
Based very loosely on Marc Miller's Traveller (4th Edition), En Garde! and the author's experiences in dojos and salles across the nation…

Rationale:
In some areas of the Third Imperium, the traditional Nobles' duel (a means of resolving disputes honourably) evolved into a sort of high-class blood sport. Initially a "private affair" for the nobility, events were gradually opened to naval and military officers, then finally to anyone with the connections to find out about the sport.

Most entrants to these events are minor nobles or naval personnel out to make a name, but the occasional martial artist or common fencer does get in. Most fights are not fatal, though it happens. Some are elegant displays of bladework, while others can be scruffy brawls, sometimes ending up on the floor.

Procedure:

After creating a Duellist, each player submits a sequence of moves for the next 3 combat rounds. This represents a period of 2-5 seconds. Each move will include a general tactic, defensive and offensive moves.

The sequence is resolved by the Referee, written up in dramatic form, and passed back to the players, who (if they can fight on) then submit more orders.

Attributes

Characters have four important Attributes:

Strength - Powerful characters can use heavier weapons effectively
Dexterity - Dexterity is useful in attack and defence, as well as mobility
Endurance - Endurance allows a character to soak up damage and keep fighting
Intelligence - Smarts are useful mainly for special actions, and to avoid mistakes

Characters have a "stamina pool" equal to twice their Endurance. They can absorb this much damage without any ill effects. After this, damage begins to reduce their capabilities. Attack damage reduces Strength, Dexterity and Endurance until 1 or more of them hit 0. At this point the character collapses unconscious. 2 attributes at 0 indicates a very severe wound, while 3 will often result in death.

Skills
A character has one or more Combat Skills, which are chosen from:

Bladework - skill at attacking and parrying with a sword
Footwork - used to stay upright and to open or close range
Evade - dodging attacks rather than parrying them
Infighting - nasty close-in strikes with the hilt, plus fists and such like
Kicking - kicking….
Tactics - a useful skill in various situations
Throw Weapon - some people like to throw their swords
Wrestling - grabbing at swordarms etc can be useful. May disarm opponent

All skills are rated from level 0 (no skill) to 1 or more. Note that skill 0 means that the character can attempt the action, but with no training or skill, his chances of success are drastically reduced. Superior skill also affects the chance to succeed – a defender's skill is subtracted from the attacker's target number, making highly skilled characters very dangerous.

Resolving Actions:
The actions of the 2 duellists are resolved simultaneously in each round. Skill rolls are used to determine if a character is successful in his action. The target number is (Skill level + Attribute), which the referee will try to roll under. Most actions are of Average difficulty, meaning that the Referee will roll 2 dice.

The order in which actions land (or are resolved) is determined by the characters' tactics rather than an arbitrary Initiative system.
 
Traveller Duelling: Characters

Base character stats are:

Strength 7
Dexterity 7
Endurance 7
Intelligence 7

A character's Fencing Style dictates his initial skills:

Navy or Noble Dexterity +1 Bladework +3, Footwork +2
Marine Strength +2, Endurance +1, Bladework +2
Army Strength +1, Endurance +1, Bladework +1, Tactics +1
Competitive Bladework +2, Footwork +1, Tactics +2
Self-Defence Bladework +1, Evade +1, Wrestling +1, Infighting +1
Martial Artist Bladework +1, Evade +1, Kicking +2, Footwork +1

The character is further developed by picking 3 of the following packages (each can be taken only once), and 2 skill levels, which can be added to any skill (but not both to the same one). 1 point can be added to a stat instead of these 2 skill points.

Advanced Coaching (Blade) Bladework +1, Tactics +1
Advanced Coaching (Footwork) Footwork +2
Advanced Coaching (General) Dexterity +1
Formal Duelling Evade +1, Bladework +1
Competitive Fencing Bladework +1, Tactics +1
Martial Arts Training Kicking +1, Infighting +1 Evade +1
Scrapping/Practical Experience: Wrestling +1, Infighting +1, Bladework +1
Gym (Endurance): Endurance +2, Resilience
Gym (Strength): Strength +2, Power

Resilience is a special ability. Damage taken from attacks is reduced by 1 point per 2 whole points of Endurance above 7 (i.e. 1 at 9, 2 at 11, 3 at 13)

Power is a special ability. Damage delivered by attacks is increased by 1 point per 2 whole points of Strength above 7 (i.e. 1 at 9, 2 at 11, 3 at 13)

Examples: Cro-Magnon Combateer and Competition Chris

Cro-Magnon is a "Self-Defence" swordsman, who carries a sword as a working weapon. He has ben in the gym to increase Endurance and Strength, and has some Scrapping experience. He adds his discretionary points to Footwork and Kicking. This means he is rated:

Strength 9
Dexterity 7
Endurance 9
Intelligence 7

Stamina Pool: 18

Bladework 2
Footwork 1
Evade 1
Infighting 2
Kicking 1
Tactics 0
Throw Weapon 0
Wrestling 2

Weapon Sword (2D8 or 4D6+1)

Competition Chris is a trained competitor. He has taken advanced coaching in Bladework and in General, and has also fought formal duels. His discretionary points are spent on +1 dexterity

Strength 7
Dexterity 9
Endurance 7
Intelligence 7

Stamina pool: 14

Bladework 4
Footwork 1
Evade 1
Infighting 0
Kicking 0
Tactics 3
Throw Weapon 0
Wrestling 0

Chris is armed with a Foil (2D6 damage, or 3D6+1)
 
Traveller Duelling: Combat
Basic Procedure

Each “Round” of combat represents a single camera angle or sequence lasting 2-5 seconds. Each combatant makes three actions in that time. Opponents’ first actions are resolved, then the second, then the third. Naturally, the actions of one combatant oppose and may counter those of his opponent.

All actions are resolved according to a system of “Priority”, with 0 being fastest and higher numbers getting steadily worse. Simply, this is a measure of how quick an action is. A fast thrust will land before a huge swing does. Some options will succeed because of the opponent’s lack of a counter, but most times the opponent has a chance to defend.

Weapons and Damage:

Foil: The basic duelling sword is the Foil, a light cut-and-thrust weapon. The Foil can be used by anyone. Its normal mode of attack is a slash, which inflicts 2D6 damage and requires an Average skill roll. A thrust is more damaging (3D6+1 damage) but is harder to hit with, requiring a Formidable (3dice) skill roll. Foil skill is based on Dexterity.

Navy Foil: A heavier, slightly curved weapon favoured by Naval personnel. The Navy Foil is not well suited to thrusting, but being slightly heavier than the standard Foil, a slash does 2D8+1 damage. Navy Foil skill is based on Dexterity.

Sword: A straight cutting sword, lighter than a cutlass but able to thrust, if a little awkwardly. Based on Strength. Damage is 2D8, or 4D6+1 on a thrust, which requires a Formidable roll to hit.

Cutlass: A very heavy sword (requiring a Strength of 9 or greater to use effectively), the Cutlass cannot thrust but does impressive slashing damage – 2D10 points. Cutlass skill is based on Strength.

Blade: A large knife, almost big enough to be a Shortsword, the Blade is an inelegant survival tool. Blade fighters are considered to be thugs and brutes. The weapon can cut (2D6 damage) or thrust (3D8) on an Average skill roll, but is outreached by all other swords (+1 to priority), making attacks risky. The Blade can be used in infighting without penalty. Blade skill is based on Dexterity.

Kicking: Duellists sometimes kick one another. This may be the elegant technique of Savate, or a brutal knee to the groin in a clinch. Kicks inflict 1D10 damage on the opponent, but are outreached by all swords (+2 to priority), making the attack risky. Kicking is based on Strength or Dexterity.

Infighting: In close, it is very hard to use a sword effectively. All attacks become one difficulty class harder (e.g. Average becomes Formidable). Infighting attacks are conducted at normal skill in-close. They include headbutts, punches and strikes with the guard of the weapon. Infighting attacks inflict 1D8 damage if they succeed, or 1D8+1 if a sword hilt is used. A fighter must be in-close to succeed. Infighting is based on Strength.

Wrestling: An alternative when in-close is to grapple with the opponent, trying to seize his weapon arm or throw him to the ground. Wrestling can be used as a "parry" when in-close, by grabbing at the weapon arm. Wrestling attacks rarely inflict any damage, but can be used to get someone's weapon away from him or even choke him with it…. Wrestling is based on Strength.

Other Actions: Other actions, such as getting up or any special moves the character wants to try, are adjudicated using Footwork or Tactics skill. These are mainly Intelligence based.

Combat Ranges:

Unless they specify otherwise, fencers are assumed to want to get to and stay at "fencing distance". They will oppose an opponent's attempt to close the range. The player can specify that he is happy at any range, or wants to get in close, in which case the fencer will try to make that happen.

At Distance: This is the normal duelling range, at which the fencers can attack with weapons and defend as normal.

In Close: The fencers are corps-a-corps; in bodily contact or close to it. They can wrestle and Infight here, but using a sword is difficult (except Blades, which are designed for it).

On the Floor: Sometimes the fencers end up on the ground, together or apart.

Combat Options:
There are three kinds of combat option available: General Tactics, Specific Techniques and Additional. For each of their three actions in a round, the combatants pick a General and a Specific option, with an Additional option if necessary.

General Tactics
These dictate the overall strategy the character is employing in that round. General Tactics determine a Priority for the action – the lower it is, the earlier in the round it happens. The standard General Options are:

1. Rapid Attack – The character comes steaming in at full speed, hoping to hit first. Attacker can make no defence whatsoever. If he is hit, he is likely to be hurt more than usual, because he has run into the counterattack. Base priority 1. This is the classic fencer's fleche attack. It arrives so fast that the defender's chance to parry is reduced.
2. Power Attack – The character uses a huge but rather slow attack, hoping that the opponent will miss. The attacker gets no defence. If he hits, he does extra damage. Base Priority 5
3. Normal Attack – The character balances attack and defence normally. Difficulties are normal; Base priority is 3
4. Stop-Hit – the character waits for an attack, attempting to strike the attacker’s arm as he comes in. Attack difficulty is reduced 1 level, but the character has no other defence. If the stop-hit strikes home, the attacker’s difficulty is increased a level and his damage is reduced by whatever damage the stop-hitter did him.
5. Defend & Counter (Parry-Riposte) – the character waits for an attack and defeats it before counterattacking. Parry or Evade difficulty is as normal, but if the attack is successfully defeated, the riposte has a better chance of success – the attacker has been drawn in, so any defence he makes is 1 difficulty level harder.
6. Defend – The character does nothing but evade or parry. Difficulty is not reduced but the character gets 2 chances to defend. If either succeeds he is safe.
7. Close Combat – The character attempts to initiate or continue close combat. Only Infighting and Grapping skills can be used in close combat.

Specific Options
These define the specific move being used by the character, and thus the skill used.

1. Thrust: Thrusts are fast and deadly, but can be hard to hit with. Thrusts arrive at base priority –1 (the point IS faster than the edge!) and are more likely to cause serious injury.
2. Cut: Cuts and slashes arrive at normal priority. They are the meat and drink of the duellist
3. Kick – kicks can be made while at range or in close. Damage is less than sword work and the target tends to be leg or low line only. Kicks arrive at base priority +2
4. Wrestle – Wrestling can only be done while In Close or as a defensive option on Defend & Counter
5. Evade – dodging makes you hard to hit, but increases your attack difficulty by 1 level since you are more interested in not getting hit. A successful Evade results in you taking no damage from an attack
6. Parry – Parries allow you to attack at normal skill but risk being knocked aside by a powerful cut.
7. Infighting – Striking with sword hilts, kneeing and headbutting are only possible in close combat.
8. Throw Sword – Not usually a good idea, but can kill the opponent….

For most actions, it is necessary to specify offensive and defensive options.

Additional Options:
Some moves can be further qualified. Almost anything could be attempted, but these are common:

1. Go In Close – attempt to close for infighting using normal footwork. Normal weapon skills are penalised in close.
2. Shoot In – a risky attempt to rush into an opponent to wrestle with him. Useful mainly when you have dropped your sword.
3. Open Range – get out of infighting and return to "fencing distance" using normal footwork.
4. Leap Backwards – a defensive manoeuvre, leaping back can get you out of trouble but can also cause you to fall over… If you succeed you will evade the attack and open range at the same time.
 
Traveller Duelling: Example
Noble Ned fights Scrapper Sam….

Ned is a member of the Imperial nobility, who attended Naval Academy and has had advanced fencing coaching. He has chosen to add his extra skill levels to Bladework and Evade. Adding up the numbers this rates him as:

Strength 7
Dexterity 7
Endurance 7
Intelligence 8

Stamina Pool: 14

Bladework 4
Footwork 3
Evade 1
Infighting 0
Kicking 0
Tactics 1
Throw Weapon 0
Wrestling 0

Ned is armed with a Foil, which does 2D6 damage on a cut or 3D6 damage on a thrust.

Meanwhile, Sam is a Marine officer, who spends a lot of time in the Gym working on his Endurance. He has some practical (scrapping) experience, and has added his 2 free skill levels to Kicking and Footwork. This gives:

Strength 10
Dexterity 7
Endurance 11
Intelligence 7

Stamina Pool: 22

Bladework 2
Footwork 1
Evade 0
Infighting 1
Kicking 1
Tactics 0
Throw Weapon 0
Wrestling 1

Special Ability: Resilience (-2 damage from attacks)

Sam is armed with a Cutlass, which cannot thrust but does 2D10 damage.

First Round:
Before matters begin, Ned performs a special action, making a Tactics roll (on Intelligence) to see what he can learn about his opponent. He gleans that Sam is a large, tough man whose strength makes up for many of his limitations in the skill department.

Ned decides that he wants to remain at Fencing Distance and not get close to the brute. He chooses the following for his first 3 actions:

1. Defend (Parry) & Counter (Thrust)
2. Normal Attack (Slash) (defence will be to Evade)
3. Rapid Attack (thrust)

Sam decides that he'd like to be in close, and specifies that he will always try to close distance, and won't back up if Ned comes to him. His specific options are:

1. Power Attack (Cut)
2. Normal Attack (Cut) (Defence will be to parry), while attempting to Go In Close
3. Normal Attack (Infighting if in close, if not a cut), and defence (parry if not in close, if he has managed to get in, he'll make a Wrestling defence, grabbing Ned's sword arm)

Resolution of first Sequence:

Sam winds up for a huge slash. His chance to hit is Strength (10) + Bladework (2), - Ned's Bladework skill (4) = 10 at Average difficulty. The referee rolls a 9 – close, but it's a hit. Sam's cutlass does 2d10 damage, raised to 3D10 because this is a power attack – the referee rolls a fairly impressive 18. Ned gets to parry – he succeeds easily with a 7 (he needed Dexterity (7) + Bladework skill (4), - Sam's Bladework (2) = 9). However, the foil is a lightweight weapon. Its parry value is only 2D6 (equal to its slash damage). Ned's parry stops an average 7 points. Thus Sam's heavy cutlass crashes through Ned's parry to slightly wound him for 11 points. Since his parry was swept aside, the referee decides that Ned cannot riposte. Ned has taken a nasty but superficial cut; His stamina pool is nearly gone.

Now Sam barges in, following up his massive cut with a smaller one and trying to close the distance. Ned isn't having any of that; he backpedals (he specified trying to stay at Fencing Distance), requiring Sam to make a Footwork roll. Ned's Footwork = 3, Sam's chance is (Dex (7) + skill (1) minus Ned's Footwork skill (3)= 5. Sam fails on a 6. The distance stays open, and Ned shows up Sam for the clumsy oaf he is. The blades flash more or less simultaneously (both slashing.). Sam hacks, needing 10 or less. He gets a 9, hitting. Ned has chosen to Evade, requiring to roll 6 (Dex + Evade skill – Sam's Bladework of 2). He succeeds on a 4, slipping aside from Sam's attack and slashing at him. Since Ned is Evading, his attack is one difficulty class higher – Formidable. He needs 9 or less to hit; the referee rolls 8 on 3 dice – Ned hits. Sam's parry is 10 or less – he gets a 9 and bats the attack aside.

As Sam gets ready to attack again, this time with a normal cut, Ned feints at his head and launches into a fleche attack at his chest, rushing recklessly in. Ned's chance to hit is 9 but the thrust attack is makes his chance Formidable (3 dice). The referee rolls 8. Sam's parry is made 1 level of difficulty harder by the speed of the attack. He needs an 8 to parry, rolling 9 he misses! Ned's thrust lands, piercing Sam for 3D6 damage – an impressive 15 points! This is reduced to 13 for his Resilience ability, but all the same it reduces his Stamina Pool from 22 to 9.

The first sequence is now over, since Ned rushed in, and Sam wanted close combat, the referee rules that they are now in-close. Both are wounded and bleeding, but not seriously impaired just yet.

Now they specify their second-sequence actions.

Ned:

1. Leap Backwards (total Defense by evasion)
2. Defend and Counter (thrust)
3. Stop-hit (cut)

Sam:

1. Rapid Attack (Infighting)
2. Rapid Attack: Shoot In (Wrestle)
3. Normal Attack (Go In Close), Infighting with wrestling defence if successful, cut and parry if not.

Sam tries to take advantage of Ned's proximity. He attempts to club him with the hilt of his cutlass. Meanwhile Ned goes leaping backwards. Sam's chance to hit is 10 (infighting plus Str minus Evade). He rolls a 10 and hits, but Ned's evasion may save him. Ned needs a 7 to succeed (Evade + Dex minus Sam's Infighting). He rolls an 8 – oh dear. But since he's totally defensive, Ned gets a second roll. It comes up a 4 – he leaps out of the way, and out of close combat. Now he needs to make a Footwork roll (10). He manages to fail on an 11, and falls to the floor just out of Sam's reach. The Referee rolls some dice and decides that Ned let go of his sword when he fell.

Sam then shoots in – unopposed, as the referee replaces Ned's action with a more prosaic Get Up and Grab Sword. He kindly allows Ned a Formidable Evade roll to dodge Sam's rush. Ned needs 8. He gets 9. Sam dives into him as he rises, needing 11 and getting a 6. Ned's sword skids even further away as Sam slams him to the floor. The referee dishes out an additional 1d6 damage (3 points) for the impact. Ned has now taken 14 points. Any more damage and his skills will be affected. He's also lost his sword and is on the floor under Sam. Things do not look good.

In the final action of this sequence, the referee decides that Ned's stop-cut is inappropriate, and replaces it with a Normal Attack (Infighting with Wrestling Defence). Ned's difficulty is one level higher since the Referee has changed his actions. Sam attempts to hold Ned down and bash him with his hilt. Sam's attack needs 11 – he succeeds on a 10. Ned's frantic grab at Sam's sword arm is looking futile. With no Wrestling skill he's down to half his STR, minus Sam's Infighting skill. This works out at 3 or less – and on 3 dice for a Formidable roll. Unsurprisingly, Ned fails, and Sam's cutlass hilt pounds into him for 4 points. The referee determines that this comes off Dexterity, which is not good news. Simultaneously with Sam's strike, Ned lashed out with his elbow, needing 3 or better on a Formidable roll. Again, he fails to make contact.

As Sequence 3 begins, Ned would be well advised to surrender. If not, Sam is going to pound him to a pulp. It could have easily happened the other way around, though….
 
Traveller Duelling: Advancement and General

Results will be posted in narrative form on the Citizens noticeboard, with any private messages going direct to the duelist by email. Mechanics will not be detailed in the narrative, and rules may evolve during play. Pseudonyms may be used; players may thus compete incognito. Some players will choose to reveal their identity, others will wish to remain mysterious.

After a fight, surviving fighters can gain experience and prestige.

Prestige is awarded for actions in the dueling arena. As a rule, the crowd likes to see long, elegant bladework exchanges rather than quick slashing matches. Flash or reckless maneuvers are also impressive, while scrappy wrestling on the floor may or may not please the crowd.

Every 10 points of Prestige a character gains earns him an Experience Point. Experience is spent much in the manner of T4:

2 Points allow a zero level skill to be gained to Level 1
1 Point allows a chance for a skill at level 1 to be increased. The referee rolls 1d6, plus the number of additional experience points spent. If the total is greater than the current skill level, a point is gained.
3 points allows an attempt to increase a stat. The referee must roll higher than current stat level on (1d6+ number of additional points spent).

Prestige awards:

Entering a fight: 1d6
Each successful hit: 1
Each successful parry: 1
Spectacular move: 1d3
Victory: 1d6
Brave loss: 1d3
Used Foil vs heavier wpn: 1d3
Miscellaneous: Varies

Prestige awards will be made at the end of a fight. Either duelist may surrender at any time. Duellists should set surrender criteria.

Death:
A character reduced to zero in all three of STR, DEX, END is about 33% likely to die and 66% likely to suffer permanent injury in the form of stat reduction.
A character reduced to zero in two of the three is about 16% likely to die and 33% likely to suffer permanent injury
A character at zero in any one has about a 16% chance of permanent injury.

A character may be killed outright by a critical hit (as determined by the referee).
 
An interesting idea which I have not yet playtested, but I do offer some comments anyway
smile.gif


Characters have a "stamina pool" equal to twice their Endurance. They can absorb this much damage without any ill effects. After this, damage begins to reduce their capabilities. Attack damage reduces Strength, Dexterity and Endurance until 1 or more of them hit 0. At this point the character collapses unconscious. 2 attributes at 0 indicates a very severe wound, while 3 will often result in death.

This seems to combine the elements I like least from both Traveller and En Guarde. Let me refer you to Maestro Franz Lutz’ The Dubious Quick Kill and Dr. William Ernoehazy’s <A HREF="http://www.ansteorra.org/regnum/marshal/rapier/publications/acad20/reflecti.htm" TARGET=_blank> Reflections on Blow Acknowledgment for the
Honorable Duellist in the SCA</A>, which discusses the issue from the point of view of a emergency room physician. I think you might as well stay with the normal traveller stats & damage for compatability.

Foil: The basic duelling sword is the Foil, a light cut-and-thrust weapon. The Foil can be used by anyone. Its normal mode of attack is a slash, which inflicts 2D6 damage and requires an Average skill roll. A thrust is more damaging (3D6+1 damage) but is harder to hit with, requiring a Formidable (3dice) skill roll. Foil skill is based on Dexterity.

Well, it can be used by anyone with a Strength of 5. The name "foil" invites comparison with a fencing foil, or the similar smallsword or epee de combat, but with a weight of over 1 lb and a cutting edge, this weapon is more like a spadroon or light straight saber. Book 1 suggests a rapier, but that is difficult to reconcile with a blade only 800mm long. With conventional Traveller wounding, D6 is about right for a cut, but I like the extra D6 for a thrust.
Navy Foil: A heavier, slightly curved weapon favoured by Naval personnel. The Navy Foil is not well suited to thrusting, but being slightly heavier than the standard Foil, a slash does 2D8+1 damage. Navy Foil skill is based on Dexterity.
Ah, Dum vivimus, vivimus.. This sounds very like a raedellian (or Italian dueling) saber, which I assure you does thrust quite nicely. Besides, Navy sabers traditionally had light, straight blades because they had to be used in close quarters or below decks where a thrust was more useful than a cut. I presume that would also be true of a space Navy. Heinlein nostalgia aside, I see little need to split the difference betwen a Stren 5 D6 "foil" and a Stren 6 2D6 "sword."
Sword: A straight cutting sword, lighter than a cutlass but able to thrust, if a little awkwardly. Based on Strength. Damage is 2D8, or 4D6+1 on a thrust, which requires a Formidable roll to hit.
A long, fairly straight sword, including backswords, medeival "broadswords", 19th century sabers, even 16th C sword-rapiers. I spent a lot of time trying to distinguish my favorites, and eventially reallized it wasn’t worth the effort. Again, I would revert to 2D6, 3D6 thrust.
Cutlass: A very heavy sword (requiring a Strength of 9 or greater to use effectively), the Cutlass cannot thrust but does impressive slashing damage – 2D10 points. Cutlass skill is based on Strength.
Only Strength 7 according to book 1. It is big and heavy for a cutlass (a 16th-19th C cutlass would mass 700-9000g with a 600-750mm blade), more like a medieval falchion or one of the special swords made to cut lead bars in the 19th C. Which makes sense, since the cutlass only does 2D6 but is better than the sword at piercing armor. A thrust is not appropriate.
Blade: A large knife, almost big enough to be a Shortsword, the Blade is an inelegant survival tool. Blade fighters are considered to be thugs and brutes. The weapon can cut (2D6 damage) or thrust (3D8) on an Average skill roll, but is outreached by all other swords (+1 to priority), making attacks risky. The Blade can be used in infighting without penalty. Blade skill is based on Dexterity.
There are some artists with the bowie and navaja who would disagree with "inelegant", but that is a common judgement.

Perhaps I should establish my own bona fides. I took up the sword in 1973 and Traveller in 1977. Since then I have picked up a couple of knife scars, studied classical fencing with Maestro Wieder, practised sword & shield with the SCA, and spent the last few years trying to reconstruct historical fencing, especially rapier, buckler, and backsword play.

[This message has been edited by Uncle Bob (edited 23 November 2001).]
 
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